Retopologizing the nostril

Now for some more practice with ritopology on more parts of the fix, we are…going to combine some traditional polygon modeling with…retopology in order to get result even faster.…So let's build up the mouth even more and let's…do it just like we do it with the eyes.…So when we move around so you can see…all of the mouth going to switch into edge select mode.…I want to pick one of these edges.…Go to select edge loop and now let's scroll…up and find extrude region.…I'll go ahead and left-click to lock this in.…And what I want to do is go right into Scale mode and then just scale this up…and out so we get just a little bit…expansion of this new edge loop out around the mouth.…

Might switch into Move mode and shift this over a little bit.…And then also what I want to do after I've created…that, is just kind of tweak all these vertices one by one.…I just want to get these lining up better.…You can't always do it automatically, a lot of times it…just takes this manual tweaking to get everything to line up.…Now I want this to kind of go half way…

Resume Transcript Auto-Scroll

Author

Released

8/28/2013

Learn to model a professional character design with topology that deforms properly when it is animated, using Blender, the free, powerful 3D modeling toolset that rivals many more costly packages. Ryan Kittleson starts with a mesh based on a reference image, blocking out basic shapes, and then shows how to sculpt the body, appendages, and head as well as complex details like clothing and hair. He also covers the new Dyntopo sculpting interface for shaping and subdividing meshes at the very same time. A series of challenge and solution videos near the end of the chapters allow you to test yourself on the material.